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Andrew Rollings and Ernest Adams on Game Design
By Andrew Rollings, Ernest Adams
 
Publisher : New Riders Publishing
Pub Date : May 05, 2003
ISBN : 1-592-73001-9
Pages : 648


How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity!

Game design consists of four essential tasks : imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows you not only what issues you will need to address in your design, but how to think about games and gameplay. After reading this book, you will have the tools you need to both design many kinds of games and to create a professional-quality game design document.

Andrew Rollings and Ernest Adams on Game Design will show you:

  • The key design elements of every computer and video game, and how to think about them.

  • How to write a high-concept document, a treatment, and a full design script.

  • The essentials of user interface design and how to use them to define your game's look and feel.

  • How to construct and balance your game's internal mechanics to make sure the game is both fun and fair.

  • The relationship between interactivity and narrative, and how to write compelling stories.

  • The unique design problems in each of the major game genres.

  • How to design multi-player games to maximize player interaction and minimize cheating.


   
  Table of Contents
  Index
Andrew Rollings and Ernest Adams on Game Design
By Andrew Rollings, Ernest Adams
 
Publisher : New Riders Publishing
Pub Date : May 05, 2003
ISBN : 1-592-73001-9
Pages : 648


    Copyright
    About the Authors
    About the Technical Reviewers
    Acknowledgments
    Tell Us What You Think
    Introduction
      From Idea to Design
      What This Book Is (and Isn't) About
      How This Book Is Organized
      Non-Computer Games, Too!
      A Word About Pronouns
    Part I.  The Elements of Game Design
      Chapter 1.  What Is Game Design?
      Art, Science, or Craft?
      The Anatomy of Game Design
      Documenting the Design
      Anatomy of a Game Designer
      Putting It Together
      Chapter 2.  Game Concepts
      Getting an Idea
      The Elements of a Game
      Understanding Your Audience
      The Genres of Interactive Entertainment
      The Types of Game Machines
      Motivations That Influence Design
      Putting It Together
      Chapter 3.  Game Settings and Worlds
      The Purpose of a Game Setting
      The Dimensions of a Game World
      Realism and Abstraction
      The Save-Game Issue
      Putting It Together
      Chapter 4.  Storytelling and Narrative
      Stories in Games
      The Story Vehicle
      Putting It Together
      Chapter 5.  Character Development
      Art-Driven Character Design
      Story-Driven Character Design
      Putting It Together
      Chapter 6.  Creating the User Experience
      What Is the User Experience?
      The Human-Computer Interface
      Components of the User Experience
      Putting It Together
      Chapter 7.  Gameplay
      Use of Language
      Defining Gameplay
      Putting It Together
      Chapter 8.  The Internal Economy of Games and Game Balancing
      What Is Game Balance?
      Static Balance
      Dynamic Balance
      Tools for Balancing
      Putting It Together
    Part II.  The Genres of Games
      Chapter 9.  Action Games
      Action Game Genres
      Design Elements
      Special Design Considerations for Action Games
      Putting It Together
      Chapter 10.  Strategy Games
      The Common Elements of Strategy Games
      Putting It Together
      Chapter 11.  Role-Playing Games
      The Common Elements of Role-Playing Games
      Putting It Together
      Chapter 12.  Sports Games
      The Common Elements of Sports Games
      Special Design Issues for Sports Games
      Putting It Together
      Chapter 13.  Vehicle Simulations
      The Common Elements of Vehicle Simulations
      Other Vehicles
      Special Design Considerations for Vehicle Simulations
      Putting It Together
      Chapter 14.  Construction and Management Simulations
      The Common Elements of CMSs
      Special Design Considerations for CMSs
      Putting It Together
      Chapter 15.  Adventure Games
      What Is an Adventure Game?
      The Common Elements of Adventure Games
      User Interface Design
      Special Design Considerations
      Putting It Together
      Chapter 16.  Artificial Life, Puzzle Games, and Other Genres
      Artificial Life Games
      Puzzle Games
      Games for Girls
      Putting It Together
      Chapter 17.  Online Games
      Advantages of Online Games
      Disadvantages of Online Games
      Design Issues for Online Gaming
      Persistent Worlds
      Putting It Together
      Chapter 18.  The Future of Gaming
      Gaming Hardware
      The Future of Game Programming
      Game Genres
      Broadband Networking
      The Distant Future
      Interactive Entertainment as an Art Form
      A Few Final Words
    Part III.  Appendixes
      Appendix A.  Sample Design Documents
      Creating and Using Design Documents
      The High-Concept Document
      The Game Treatment
      The Design Script
      Appendix B.  Bibliography
      Game Design
      Game Theory
      History and Sociology of Video Games
      Architecture and Graphic Design
      Writing and Narrative
    Index